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		<title>three.js webgpu - SSS</title>
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			<a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>

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				<a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>SSS</span>
			</div>

			<small>
				Screen-Space Shadows (SSS) combined with Shadow Maps.<br/>
				<a href="https://skfb.ly/pAQvU" target="_blank" rel="noopener">Nemetona_NatureBeauty</a> by
				<a href="https://sketchfab.com/JOJObrush" target="_blank" rel="noopener">JOJObrush</a> is licensed under <a href="https://creativecommons.org/licenses/by/4.0/" target="_blank" rel="noopener">Creative Commons Attribution</a>.<br />
			</small>
		</div>

		<script type="importmap">
			{
				"imports": {
					"three": "../build/three.webgpu.js",
					"three/webgpu": "../build/three.webgpu.js",
					"three/tsl": "../build/three.tsl.js",
					"three/addons/": "./jsm/"
				}
			}
		</script>

		<script type="module">

			import * as THREE from 'three/webgpu';
			import { pass, vec3, vec4, mrt, screenUV, velocity, builtinShadowContext } from 'three/tsl';
			import { sss } from 'three/addons/tsl/display/SSSNode.js';
			import { traa } from 'three/addons/tsl/display/TRAANode.js';

			import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
			import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
			import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
			import { Inspector } from 'three/addons/inspector/Inspector.js';

			let camera, scene, renderer, postProcessing, controls;

			init();

			async function init() {

				camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 100 );
				camera.position.set( 1, 2.5, - 3.5 );

				scene = new THREE.Scene();
				scene.background = new THREE.Color( 0xa0a0a0 );
				scene.fog = new THREE.Fog( 0xa0a0a0, 10, 50 );

				// lights

				const hemiLight = new THREE.HemisphereLight( 0xffffff, 0x8d8d8d, 2 );
				hemiLight.position.set( 0, 20, 0 );
				scene.add( hemiLight );

				const dirLight = new THREE.DirectionalLight( 0xffffff, 3 );
				dirLight.position.set( - 3, 10, - 10 );
				dirLight.castShadow = true;
				dirLight.shadow.camera.top = 4;
				dirLight.shadow.camera.bottom = - 4;
				dirLight.shadow.camera.left = - 4;
				dirLight.shadow.camera.right = 4;
				dirLight.shadow.camera.near = 0.1;
				dirLight.shadow.camera.far = 40;
				dirLight.shadow.bias = - 0.001;
				dirLight.shadow.mapSize.width = 1024;
				dirLight.shadow.mapSize.height = 1024;
				scene.add( dirLight );

				// scene.add( new THREE.CameraHelper( dirLight.shadow.camera ) );

				// ground

				const mesh = new THREE.Mesh( new THREE.PlaneGeometry( 100, 100 ), new THREE.MeshPhongMaterial( { color: 0xcbcbcb, depthWrite: false } ) );
				mesh.rotation.x = - Math.PI / 2;
				mesh.receiveShadow = true;
				scene.add( mesh );

				//

				const dracoLoader = new DRACOLoader();
				dracoLoader.setDecoderPath( 'jsm/libs/draco/gltf/' );

				const loader = new GLTFLoader();
				loader.setDRACOLoader( dracoLoader );
				loader.load( 'models/gltf/nemetona.glb', function ( gltf ) {

					const model = gltf.scene;
					model.rotation.y = Math.PI;
					model.scale.setScalar( 10 );
					model.position.y = 0.45;
			
					scene.add( model );

					model.traverse( function ( object ) {

						if ( object.isMesh ) {
			
							object.castShadow = true;
							object.receiveShadow = true;
							object.material.aoMap = null; // remove AO to better see the effect of shadows

						}

					} );

				} );

				//

				renderer = new THREE.WebGPURenderer();
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.setAnimationLoop( animate );
				renderer.shadowMap.enabled = true;
				renderer.shadowMap.type = THREE.PCFSoftShadowMap;
				renderer.inspector = new Inspector();
				document.body.appendChild( renderer.domElement );

				// post-processing

				postProcessing = new THREE.PostProcessing( renderer );

				// pre-pass

				const prePass = pass( scene, camera );
				prePass.name = 'Pre-Pass';
				prePass.transparent = false;

				prePass.setMRT( mrt( {
					output: velocity
				} ) );

				const prePassDepth = prePass.getTextureNode( 'depth' ).toInspector( 'Depth', () => prePass.getLinearDepthNode() );
				const prePassVelocity = prePass.getTextureNode( 'output' ).toInspector( 'Velocity' );

				// scene pass

				const scenePass = pass( scene, camera ).toInspector( 'Color' );

				// sss

				const sssPass = sss( prePassDepth, camera, dirLight );
				sssPass.maxDistance.value = 0.2;
				sssPass.useTemporalFiltering = true;

				// scene context

				const sssSample = sssPass.getTextureNode().sample( screenUV ).r;
				const sssContext = builtinShadowContext( sssSample, dirLight );

				scenePass.contextNode = sssContext;

				// traa

				const traaPass = traa( scenePass, prePassDepth, prePassVelocity, camera );
				postProcessing.outputNode = traaPass;

				//

				controls = new OrbitControls( camera, renderer.domElement );
				controls.minDistance = 1;
				controls.maxDistance = 20;
				controls.target.set( 0, 2, 0 );
				controls.enableDamping = true;
				controls.update();

				//

				const params = {
					output: 0
				};

				const types = { 'Scene with Shadow Maps + SSS': 0, 'Scene with Shadow Maps': 1, 'SSS': 2, };

				const gui = renderer.inspector.createParameters( 'SSS settings' );
				gui.add( params, 'output', types ).onChange( updatePostprocessing );
				gui.add( sssPass.shadowIntensity, 'value', 0, 1 ).name( 'shadow intensity' );
				gui.add( sssPass.maxDistance, 'value', 0.01, 1 ).name( 'max ray distance' );
				gui.add( sssPass.quality, 'value', 0, 1 ).name( 'quality' );
				gui.add( sssPass.thickness, 'value', 0.01, 0.1 ).name( 'thickness' );
				gui.add( sssPass, 'useTemporalFiltering' ).name( 'temporal filtering' ).onChange( updatePostprocessing );

				function updatePostprocessing() {

					scenePass.contextNode = params.output !== 1 ? sssContext : null;

					if ( params.output === 2 ) {

						postProcessing.outputNode = vec4( vec3( sssPass.r ), 1 );

					} else {

						postProcessing.outputNode = sssPass.useTemporalFiltering ? traaPass : scenePass;

					}

					postProcessing.needsUpdate = true;


				}

				window.addEventListener( 'resize', onWindowResize );

			}

			function onWindowResize() {

				const width = window.innerWidth;
				const height = window.innerHeight;

				camera.aspect = width / height;
				camera.updateProjectionMatrix();

				renderer.setSize( width, height );

			}

			function animate() {

				controls.update();

				postProcessing.render();

			}

		</script>
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